local prefab_id = 'fx_staff_arachnidnexus_fireballburning'
local assets = {
    Asset('ANIM', 'anim/fx_staff_arachnidnexus_fireballburning.zip'),
    -- Asset("ANIM","anim/fx_lol_wp_s20_frozenheart_armor.zip")
}

local prefabs = {}

local function fn()
    local inst = CreateEntity()

    inst.entity:AddTransform()
    inst.entity:AddAnimState()

    inst.entity:AddNetwork()
    inst.entity:AddSoundEmitter()
    -- MakeInventoryPhysics(inst)

    inst.AnimState:SetBank('fx_staff_arachnidnexus_fireballburning')
    inst.AnimState:SetBuild('fx_staff_arachnidnexus_fireballburning')
    inst.AnimState:SetBloomEffectHandle("shaders/anim.ksh")
    inst.AnimState:SetLightOverride(1)
    -- inst.AnimState:SetDeltaTimeMultiplier(0.2)

    inst.AnimState:PlayAnimation('idle',true)
    -- inst.AnimState:PushAnimation('idle_loop',true)
    -- inst.AnimState:PlayAnimation('out_idle',true)

    -- inst.AnimState:PushAnimation('loop',true)

    -- inst.AnimState:SetDeltaTimeMultiplier(.6)

    -- inst.AnimState:SetOrientation(ANIM_ORIENTATION.OnGround)
    -- inst.AnimState:SetOrientation(ANIM_ORIENTATION.Default)
    -- inst.AnimState:SetLayer(LAYER_WORLD_BACKGROUND)
    -- inst.AnimState:SetSortOrder(1)

    -- inst.AnimState:SetMultColour(1,1,1,0.7)

    inst:AddTag("NOCLICK")
    inst:AddTag("NOBLOCK")
    inst:AddTag("FX")

    -- inst.Transform:SetScale(1.5,1.5,1.5)

    if not TheWorld.ismastersim then return inst end

    inst.persists = false

    -- inst:ListenForEvent("animover", inst.Remove)

    return inst
end

return Prefab(prefab_id, fn, assets, prefabs)
